View Full Version : Charts and Tables
PoorOldSpike
11-07-2009, 21:23
This data is already scattered throughout the Tac section so I thought I'd also gather it into this thread for convenience.
Don't try to memorise all this data, I don't, I just glance at something every once in a while during games to remind myself of something or other
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SPEEDS
http://i53.photobucket.com/albums/g64/PoorOldSpike/speeds.jpg
http://i53.photobucket.com/albums/g64/PoorOldSpike/CM-movingA.jpg
PS- If you're near the border between two different kinds of terrain, always double-check to make sure which terrain youre in, such as this example where the unit is moving at snails pace because he's in the hedge even though it looks like he's in open ground-
http://i53.photobucket.com/albums/g64/PoorOldSpike/sub4/hedgeM.gif
PoorOldSpike
11-07-2009, 21:23
YOU EYEBALLIN' ME BOY?
This test shows the distances in metres at which infantry in cover (stationary, not firing, not in foxholes) will be spotted by enemy infantry approaching from the right. Both sides are veterans, sunny summer midday. (Note - distances vary greatly during play according to different weather/ visibility/ season etc)
Examples - a unit in woods won't be spotted until an enemy closes to within about 20 metres.
In wheat he'll be spotted at about 100m.
In open ground he'll be spotted from well over 800m.
http://i53.photobucket.com/albums/g64/PoorOldSpike/sub2/eyeball.jpg
PoorOldSpike
11-07-2009, 21:26
COVER STORY
http://i53.photobucket.com/albums/g64/PoorOldSpike/sub2/expos.jpg
WHOOSH
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/whoosh.jpg
Earliest dates of availability in CM:-
1942
Nov:-Bazookas
1943
Feb:- Panzerschrecks
July:- PIATs
Sept:- Panzerfausts (30m range)
PoorOldSpike
11-07-2009, 21:27
BUILDINGS
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/bldgs.jpg
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/bldgs2.jpg
GUN SET UP TIMES
http://i53.photobucket.com/albums/g64/PoorOldSpike/CM-gunsetup.jpg
PoorOldSpike
11-07-2009, 21:28
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/cross2.jpg
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/cross1.jpg
PoorOldSpike
11-07-2009, 21:29
SMALL HEDGES
Note,there are two types of hedge in CM, 'Hedges' and 'Tall Hedges'.
Only the small variety are in cmbb, but cmak has both types.
(see separate thread for Tall hedges)
In fact I call ordinary hedges 'small hedges' so we don't get the two types mixed up because they have very different properties.
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/smlhedge.jpg
TALL HEDGES
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/tallhedges.jpg
CAN CROSS TALLS - Foot units anytime, but Allied tanks/TD's/SPG's only from July 44
CAN'T CROSS TALLS - German fulltracks/ All nations halftracks/ Armoured cars/ Trucks/ Jeeps/ Kubels/ Guns
Note- the Cullin hedgerow device allows heavy Allied armour to cross and enter from Jul 44,but German armour can NEVER cross or enter. (Knowing that bit of vital info can win or lose games)..;)
PoorOldSpike
11-07-2009, 21:30
http://i53.photobucket.com/albums/g64/PoorOldSpike/ExIS/walls.jpg
WALL TESTS
Walls give an exposure rating reduction to all infantry-class units and guns within 15 metres of it (30% compared to 75% in open)
Walls give hulldown to tanks within 15m
Note - with all the units, the 15m shrinks dramatically if firer is higher or is firing at sharp angle across wall, so always get as close up to it as possible but NOT actually ON the wall or their exposure skyrockets to 95% (think "sitting ducks")
Static non-firing infantry and guns in the 15m zone are harder to spot than if they were in the open (approaching enemy infantry will spot inf and gun units in the 15m zone when they close to about 280m, compared to 880m in the open)
But infantry units and guns on 'Hide' in the 15m zone will not be spotted until approaching infantry is about 20 m away.
However the 20m does not apply if the enemy saw them before they went on hide,in which case the usual 280m spotting figure applies instead.
Hiders DO have LOS over wall, they're not blind.
Halftracks, wheeled vehs and guns can't cross walls
TACTICAL SUMMARY -
1 - Get your units (inc tanks) within the 15-metre protection zone behind walls, the closer to the wall the better
2 - If you don't plan on shooting for a while, put your inf and guns on Hide in the zone so the enemy won't see them until they close to a pointblank 20m
PoorOldSpike
11-07-2009, 21:31
BLOCKING TERRAIN
This chart shows how much terrain you should put between yourself and enemy units to ensure he can't see you (but the downside is you won't be able to see him either)
Examples -if there are 26 metres of woods between you and him, there's no way he can see you even if you're having a wild rock n' roll party in there, because there are 26m of leaves and tree trunks blocking LOS.
Likewise, if you put 54m of scattered trees between you, that's enough to block LOS too.
(the 'U' stands for 'unlimited', meaning that type of terrain never blocks LOS no matter how much of it is between you)
Note - All figures are for summer when the leaves and wheat are thick,so in Spring/ Fall/ Winter you'll need much more foliage and wheat between you.
Important - All figures may vary slightly during play, so don't take them as gospel, but always err on the safe side and put as much between you as you can if you want to stay unseen.
Note - You don't have to actually be in the terrain, you can be in the open so long as there's a clump of terrain anywhere between you and him of the required density.
http://i53.photobucket.com/albums/g64/PoorOldSpike/blocking1.jpg
PoorOldSpike
11-07-2009, 21:32
BLOWING BRIDGES
(Note CM's inbuilt randomness means figures may vary slightly from game to game)
http://i53.photobucket.com/albums/g64/PoorOldSpike/CMbridges.jpg
TEST 1 - HEAVY BRIDGE (high pointed arch graphics)
150mm shells from Hummels/ Brummbars/ Grilles = 128 shells needed to drop bridge
75mm shells from PzIVH's = 522 shells to drop bridge
Pioneer demo charges = 66 charges to drop bridge
TEST 2 - MEDIUM BRIDGE (gentle low arch graphics)
150mm = 5 shells needed
75mm = 22 shells needed
Demos = 3 charges needed
TEST 3 - LIGHT BRIDGE (Trestle graphics)
150mm = 3 shells needed
75mm = 13 shells needed
Demos = 2 charges needed
Note:- Don't spread the shells/charges along the length of the bridge or it'll take more to drop it, so concentrate on one spot.
Note:-Don't shoot at the road at the ends of the bridge even though the targetting cursor says "bridge" or it'll take longer to drop; so target the dark grey bridge surface itself. And it doesn't matter whether you target a spot above an arch or not, it's no tougher or weaker there.
Note:- You can monitor the "damage asterisks" at the end of each turn via the "look" cursor to see how you're doing; 1 asterisk means light damage, 2 asts mean medium damage, 3 mean about to drop.
Note:- When throwing demo charges, 30metres is max range, watch for "use explosives" confirmation message when targetting.
Note:- Flamethrowers have no effect against bridges,not even the light bridge.
PS - Grenade bundles can also blow bridges, a medium will require about 9 bundles to drop it and a light bridge will need much less, but forget about trying to drop a heavy with bundles, you'd need dozens.
PoorOldSpike
11-07-2009, 21:34
SPOTTING FORTIFICATIONS
This chart is an abstracted condensation of a number of tests I conducted to determine at what ranges enemy fortifications will appear on the map.
I placed pairs of forts, one of each pair in open ground, the other in woods (note the green strips) then placed a line of infantry 2000 metres away from the fort line and observed what they could see. (just the Gun-armed pillbox).
I then returned to the editor and placed the infantry line at 1500 metres, restarted the game, and this time they could also see the MG-armed pillbox.
Eventually by moving the infantry further forward each time, I was able to log at what ranges every type of fort became visible.(Daisies were the last to be spotted when the infantry closed to 100 metres)
NOTE - Ranges will vary according to weather and visibility etc and whether the spotters are moving or not (movers spot poorly)
The tests were carried out with stationary veteran infantry on a clear summer mid-day.
(Note with some forts it makes no difference if it's in open ground or in woods, the spotting distance remains the same)
http://i53.photobucket.com/albums/g64/PoorOldSpike/sub3/Spot-fortsA.png
PoorOldSpike
11-07-2009, 21:35
http://i53.photobucket.com/albums/g64/PoorOldSpike/snipx-1.jpg
PoorOldSpike
12-18-2010, 12:48
GENERAL CM TIMELINE
Historically one side or the other usually had better tanks at various periods of the war and CM reflects that, so be prepared for some games to be biased towards the player who has the best tanks, but of course it's no problem if you play a mirror, as you'll both have a chance to be the stronger side.
Anyway if they like, players could also agree beforehand what they're allowed to buy.
As for what periods are well-balanced, there aren't all that many, here are some general very basic observations regarding tank combat, but remember there might also be good towed guns and self-prop guns around at various times, for example the Flak88 was available through the whole war.
EAST FRONT-
1941- The T-34 and KV-1 ruled the roost.
1942- New German tanks (PzIV-longs) were able to match the T-34 and KV-1, then the arrival of the Tiger gave Germany total superiority for the next year or so.
1944- The new T-34's with long 85mm gun could hurt the Tiger (especially at close range or if carrying tungsten).
1945- Both sides armour was roughly even, but overall the Germans still had a slight edge.
WEST FRONT
1944-45- German armour was always better than US/Brit stuff.
Best Allied tank in CM is the Firefly which could rip Tigers to shreds, but its armour wasn't so hot.
Bazookas available from Nov 1942, and PIAT's from July 43
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Here's a more detailed basic CM East Front Timeline, I compiled it by going through the cmbb editor month-by-month to see what dates stuff becomes available in the game. (But dates might vary slightly according to whether the params are North,Central,South etc)-
1941
Nov- T-34/57 available, good gun but its small calibre was not popular and it never really caught on.
Dec- PzIII L/60 available,capable of penetrating T-34's frontally at short ranges, but not so good against KV's unless issued with a few tungsten rounds.
Also this month PzIV L/24's (and towed guns of various calibres) begin getting hollow-charge shells which slightly improved their chance of penetrating T-34's and KV's.
1942
Jan- the 75mm Pak40 ATG is available, easily able to carve up T-34's and KV's frontally
March- At last the Germans get a 'proper' tank, the PzIVF2 (L/43) which can slug it out frontally with T-34's and KV's.
Also in March the Stug IIIF arrives with the same excellent gun as the PzIVF2.
April- the first Marders begin arriving with the long 76.2mm gun which has about the same good hitting power as the PzIVF2 and Stug IIIF
June- Enter the Stug IIIF (late), its long gun hits as hard as the PzIVF2/StugIIIF/Marders, but it has phenomenal front armour that standard T-34/76 and KV-1 guns can rarely penetrate.
August- Enter the Tiger, which dominates tank battles for about the next 12 months.
1943
Feb:- Panzerschrecks become available
Jul:- The Panther makes its debut
Sept:- Panzerfausts (30m range) begin appearing in infantry squads. KV-85 and SU-85 become available.
1944
Feb- T-34/85's and IS-1 begin arriving.
April- IS-2 available
Jun:- Kingtiger arrives
Oct:- Longer-ranged Panzerfausts (60m/100m) begin to be issued to some squads
1945
May- IS-3 arrives
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